I'm still new in coding and HTML5.
I have a HTML5 stage with multiple canvas. I need to get the base64 image from that stage and resize it, then get the base64 image of the resized canvas.
This is the code I use:
stage.toDataURL({
callback: function(dataUrl) {
var tmp_img = new Image();
tmp_img.src = dataUrl;
//resize image to 45x75
var canvas = document.getElementById('hidden_canvas');
canvas.width = 45;
canvas.height = 75;
var ctx = canvas.getContext("2d");
ctx.drawImage(tmp_img, 0, 0, canvas.width, canvas.height);
dataUrl = canvas.toDataURL();
)};
The dataUrl is correct in Chrome but when I run the code in Firefox, it seems that the Firefox didn't generate the correct base64 code.
I would really appreciate any help
You've stumbled upon a common problem.
tmp_img.src loads the dataUrl into your new image--but that takes time. So javascript continues with your code below that even before the image is loaded. The result is that you are sometimes trying to ctx.drawImage before tmp_img has been fully loaded and is ready to use.
The fix is to refactor your code to use tmp_img.onload. The .onload triggers a callback function when tmp_img is finally ready to use. The refactoring might look like this:
var tmp_img = new Image();
tmp_img.onload=function(){
//resize image to 45x75
var canvas = document.getElementById('hidden_canvas');
canvas.width = 45;
canvas.height = 75;
var ctx = canvas.getContext("2d");
ctx.drawImage(tmp_img, 0, 0, canvas.width, canvas.height);
dataUrl = canvas.toDataURL();
}
tmp_img.src = dataUrl;
// more javascript
JavaScript will execute the above code in this order:
Create a new Image object
See tmp_img.onload and make a not that it should do that code when the image is fully loaded
Set tmp_img.src and start loading the image.
Continue with "more javascript"
When the image is fully loaded, execute everything in the .onload callback function.
It looks like you're using KineticJS--are you?
If so, then instead of stage.toDataURL you could use stage.toImage. That way you already have the image loaded when the stage.toImage callback is executed (you don't have to worry about waiting for the image to load). Then just .drawImage the image that KineticJS provides in the callback.
Related
I have an <img> loading from a URL and I want to see what colors the pixels have.
var img = document.getElementById('image');
img.src = "https://someimage.url/image.jpg";
img.onload = function () {
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
};
At this point, due to .getImageData, the console says operation is insecure.
I try to fix this by adding img.crossOrigin = "anonymous";.
This gets rid of the error message, but leaves me with an empty, unloaded image.
Other posts have suggested moving components out of img.onload, but it's the same result.
Some have suggested that this path is not possible due to security reasons. If so, what is another way of approaching this? How else does one determine the color of a certain pixel displayed on screen?
The documentation for getImageData seems to show exactly what I want to do. It looks like the only difference is that their image is on their own server instead of someone else's. Is this the only way around this problem? And if that's the case, would a more straightforward concept be:
download image to your own server
process it locally
delete image after processing
This might be more straightforward, but probably won't scale very well?
My site allows users to upload their own photos. I've learned that this is trickier than first expected and although I can get each of the components working individually I'm not successfully getting them to produce the outcome I need when combining them. I believe the issue is my lack of understanding around the outputs of the functions i'm using.
I think what I need to do is:
Let the user choose the file to upload
Check / fix the orientation
Display the image in a canvas
Convert the canvas to base64 (to upload to Firebase)
Upload the item
Let the user choose the file to upload
$(document).on('change','#fileUpload',function(e) {
correctImageOrientation(e);
});
Check / fix the image orientation
I'm using image-load (link) for my orientation changes.
function correctImageOrientation(e) {
loadImage(
e.target.files[0],
function (img) {
// document.body.appendChild(img); // Note: this successfully appends the image in the correct orientation to the body - but I need to do this to a canvas to I call:
addImageToCanvas(img);
},
{
orientation: true
}
);
Display the image in a canvas
This part fails. If I pass in the selected file using e.target.files[0] and create an objectURL then it works. This is why I think the img i'm passing in needs to be read / displayed on the canvas differently.
function addImageToCanvas(img) {
img.onload = function() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0, 300, 300);
console.log("Ending img.onload"); // This is never reached
}
}
I can then successfully convert the file to base64 and upload to Firebase.
I think there must be an easier way to achieve what I want which is for people to upload an image, for the orientation to be correct, and for this to be stored online.
EDIT: To store the image in firebase I am using this to convert the image back to a blob.
I have replaced addImageToCanvas with the function below which was taken then modified from David Walsh's site. Because I'm passing in an image I needed to convert this to a canvas.
function convertImageToCanvas(image) {
var canvas = document.getElementById("canvas");
canvas.width = image.width;
canvas.height = image.height;
canvas.getContext("2d").drawImage(image, 0, 0);
}
I am converting a base64 string into an image, and then passing it to a canvas draw to make it smaller. This is based off a script I found on SO.
function imageToDataUri(img, width, height) {
// create an off-screen canvas
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d');
// set its dimension to target size
canvas.width = width;
canvas.height = height;
// draw source image into the off-screen canvas:
ctx.drawImage(img, 0, 0, width, height);
// encode image to data-uri with base64 version of compressed image
return canvas.toDataURL();
}
I pass in the image element (which is correct before, I've checked), and some of the time this script works correctly and changes the image to the correct size, and other times it generates what I think is a blank image, like this:
iVBORw0KGgoAAAANSUhEUgAAADIAAAAyCAYAAAAeP4ixAAAAAXNSR0IArs4c6QAAAEJJREFUaAXt0IEAAAAAw6D5Ux/khVBhwIABAwYMGDBgwIABAwYMGDBgwIABAwYMGDBgwIABAwYMGDBgwIABAwYeBwYnQgABzCacsQAAAABJRU5ErkJggg==
I can't find any reproducability - it happens or it doesn't, on the same or different images.
What could be going on? The script seems to work, but only half the time? Everything else is being kept exactly the same.
Edit - this is how the image for the above function is being generated:
function resizeURI(base64) {
var img = new Image;
// turns base64 into dataURI
var uri = base64ToDataUri(base64);
img.src = uri;
var resizedURI = resizeImage(img);
// turns dataURI into base64 again
resizedURI = resizedURI.substring(resizedURI.indexOf(",") + 1);
return resizedURI;
}
function resizeImage(img) {
var newDataUri = imageToDataUri(img, 50, 50);
return newDataUri;
}
The reason is because the image is not always loaded when the imageToDataUri is called. you should wait for it to be fully loaded, by adding event listener, and wait for "loaded" event before you call imageToDataUri().
see HTML5 canvas - drawImage not always drawing the image
After seing alot of examples here, and try to use them they work in some degree, but it doesn't true convert the image.
The image as the extension now png and open as such, but if I go into properties it stills says :
on C# and HTML the image shows without any problem, but I'm using the language c++ and it won't show on the QPushButton
This is an example of the code that I'm using on the javascript to convert the image:
// Converts image to canvas; returns new canvas element
function convertImageToCanvas(image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
canvas.getContext("2d").drawImage(image, 0, 0);
return canvas;
}
function convertCanvasToImage(canvas) {
var image = new Image();
image.src = canvas.toDataURL("image/png");
return image;
}
So the image is saved throught base64 to png opens as such on many programs but on the one that I'm trying to do it wont.
How to I properly convert an image to png ?! Since this method isn't working
In Javascript you have the ByteArray type and some views on it as described here:
https://developer.mozilla.org/en-US/docs/JavaScript/Typed_arrays
is it possible to store image data in such bytes and if yes, how can i display such an image? png or jpg?
Yes, you can store an image using the typed arrays.
Im not sure what you want actually.
If you want to create an HTMLImageElement from a ByteArray, you can do something similar as cited in here and here.
If you want to get the bytes from an Image, that would be trickier. You can draw the ImageElement to HTML canvas, and them get the URI back using toDataURL.
I just tried to get the data using canvas and it worked.
var myCanvas = document.getElementById('my_canvas_id');
var ctx = myCanvas.getContext('2d');
var img = new Image;
img.onload = function(){
myCanvas.width = img.width;
myCanvas.height = img.height;
ctx.drawImage(img,0,0); // Or at whatever offset you like
alert(myCanvas.toDataURL());
};
img.src = "logo4w.png";
Although, the method toDataURL() do not allow you to perform this operation if the image you draw on canvas comes from outside the website domain.